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Lewt

Ring of Fireball/s

A fairly rare accessory amongst the more cautious nobility, these rings are commonly made of gold, set with a deep crimson ruby

Charges:

The Ring of Fireball/s has three (3) Charges. To regain Charges, one must wear the Ring during a Long Rest, and reduce Hit Die restored by one per Charge you wish to regain.

Power:

As an Action, the user can spend one (1) Charge to cast Fireball, dealing 6d6 Fire Damage in a 10 by 10 feet radius up to 50 feet. A successful Dexterity Save halves damage taken. As an option, the user may consume more Charges when using the Ring, increasing Damage by 1d6, radius by 5 feet and range by 50 feet per Charge spent.

Regardless of how many Charges spent, the Ring of Fireball/s may only be used once per Short Rest.

Hearth-Harp Greatbow

Bards tell the tale of a beautiful muse, whose songs with her harp captivated everyone who heard it. A Gold Dragon -whose name changes with every telling – , fell in love with the young girl, and together they lived a peaceful life until a jealous prince and his army attacked their home, intent on taking the Dragon’s hoard and a new wife as well. Dying to protect his love, the Dragon imbued his soul into her harp, fraying all but the longest string. Rising from the ruins with righteous vengeance, the muse sang the dirge of war, and slew the prince and his army with arrows nocked from a golden greatbow

Weapon Profile: Greatbow (Homebrew)

1d12 Piercing; 200/800 ; (Heavy, Loading, Two-Handed) ; Magical +1

Charges:

N/A

Power:

When attacking with this weapon, you deal an additional 1d8 Fire Damage to the target and everyone within 5 feet. While wielding this weapon, take 1d8 Fire Damage at the start of your Turn. This Damage ignores Resistances and Immunities.

Creatures who are undead, evil or of similar state cannot use this weapon’s Power.

Due to a Greatbow’s ungainly size and weight, using them imparts a Disadvantage on Attack Rolls in tight or otherwise cramped locations

Efreeti Dancer’s Silk

A rather immodest set of clothing associated with the many dancers and entertainers in the City of Brass, these serve to protect those not native to the Elemental Plane of Fire from harm during performances

Armor Profile: Clothing

AC = 10 + Dex Modifier ; Magical +1

Charges:

The Efreeti Dancer’s Silk has one (1) Charge. To regain a Charge, one must set the clothing upon a flaming brazier or similar apparatus during a Long Rest

Power:

As a Bonus Action, the wearer can spend one (1) Charge to gain Immunity to Fire and Resistance to Cold for 1d4 Rounds. As an option, when activating the item’s power, the wearer can consume a Hit Die and roll the associated value, extending the effect for a number of Rounds equal to the result

This particular set was tailored for female humanoids and will magically conform to the wearer. Male humanoids may be less than comfortable when wearing the set